if (Options["Contempt Factor"] && !Options["UCI_AnalyseMode"])
{
int cf = Options["Contempt Factor"] * PawnValueMg / 100; // From centipawns
- cf = cf * MaterialTable::game_phase(RootPos) / PHASE_MIDGAME; // Scale down with phase
+ cf = cf * Material::game_phase(RootPos) / PHASE_MIDGAME; // Scale down with phase
DrawValue[ RootColor] = VALUE_DRAW - Value(cf);
DrawValue[~RootColor] = VALUE_DRAW + Value(cf);
}
// Step 19. Check for splitting the search
if ( !SpNode
&& depth >= Threads.min_split_depth()
- && bestValue < beta
&& Threads.available_slave_exists(thisThread))
{
+ assert(bestValue < beta);
+
bestValue = Threads.split<FakeSplit>(pos, ss, alpha, beta, bestValue, &bestMove,
depth, threatMove, moveCount, mp, NT);
if (bestValue >= beta)